Clanfolk Update 0.334 Patch Notes – February 26, 2023

Clanfolk update 0.334 is now available to download on PC (Steam). According to the official Clanfolk patch notes, the latest update added a long list of bug fixes and gameplay changes.

Recently, update 0.228 was released with various bug fixes. Unfortunately, players are still facing several issues. Today’s Clanfolk patch 0.334 will address a few of these errors.

Read more details below.

Clanfolk 334 Patch Notes – February 26, 2023

  • Dogs will socialize with Humans who they sense have a low social attribute and will stay with them up until the bar is mostly full.
  • Dogs/Cats will try to find Human Companions sooner when a new game starts, it was taking until the second morning.
  • When choosing companions, pets will try to find owners who don’t already have a companion.
  • Fixed Flax Stems breakdown showing that they spawn Flax Sheafs instead of Straw
  • Animal carcasses that have been fed on by wolves can still be butchered, but the condition will determine how much usable meat and hide can be extracted.
  • Predators pouncing on prey now has a chance to inflict health damage on them in addition to a temporary movement stun.
  • Increased AI update rate for hunters and prey while a hunt is active. This should lead to a lot less chasing the last place the target was vs going to where the target ends up. This also helps the fleeing creature sense and get away better.
  • As health lowers, movement speed now decreases. This means that as prey is injured, they are more easy to catch
    [*- When a predator kills a large animal, the carcass will be stopped (red x) to prevent Clanfolk from wandering into a bad situation, trying to butcher the kill.
  • Upgraded Threat assessment such that fleeing and wandering see the same creatures as threatening to prevent AI thrashing
  • Upgraded Graze Task such that grazing areas that have predators will be avoided where possible.
  • Wolf Cubs and Fawns will try to follow their Mother
  • Deer and Wolves pick a group leader and will try to base their wandering rooted around the leader. New leaders are picked if previous ones die.
  • Wildlife Manager Maximum Population and Daily Spawn Change is now modified by 1 + (0.25 * WildlifeSetting)
  • Changes Heather and Thistle from 14 -> 10 days for full growth (in perfect conditions)
  • Added new Hunter task to Finish Off Hunted animals that have been downed, instead of firing arrows at them.
  • Groups of animals will leave the territory when too many of their members have been killed or incapacitated.
  • New ambient sound system that works based on time of day. This means Roosters will crow more at sunrise and wolves will howl more at sunset and evenings.
  • Deerhounds will inherit the keys of their owner. This allows them to follow their owner into rooms. They also inherit door ownership to allow them to get into the houses of their owners.
  • Fixed Owned Doors showing a gold lock for Units that could not pass through (it shows red in these cases now)
  • Added Dog Beds
  • Deerhound can have their owner set manually by using the set owner button when clicking on a Clanfolk, or using the toggle ownership button when clicking on the Deerhound. There is a new key Icon with a paw to show this relationship.
  • Deerhounds will help their owners hunt
  • Fixed Bug in v0.331 where a carried tool could be seen as slightly further away than a tool on a perfect path to the target object. This could cause the AI to pause.
  • Damage will now cause animals to abort their current task and re-evaluate their AI instantly so that they will flee right away.
  • When a creature is damaged, they will temporarily get a larger flee alert radius so they will be much harder to sneak up on.
  • Added new Damage Types, Bite and Claw, these will connect to the new bleeding afflictions
  • Animals now have base damage types defined. Bite, Claw and Blunt (no bleeding)
  • Pierce, Slash (not used yet), Claw, and Bite all have chances to cause Bleeding
  • If a unit is Bleeding and is hit again with more damage that causes bleeding, the bleeding will get worse.
  • Bleeding allows arrows to sometimes take down animals that flee
  • Bleeding will stop over time, but heavy bleeding is likely fatal. There will be treatments once the Clanfolk run into cases where they are bleeding. Not a problem yet though.
  • Flee Task upgraded such that the pathfinding calls are instant so there is no pausing to wait for the pathfinder to find the next best flee node. This leads to much more effective fleeing
  • Flee task tries to avoid thistle and other terrain that slows down the fleeing unit.
  • Creatures now have variable sneak visibility based on their type. Cats are the best and can get the closest before being spotted.
  • Creatures also have variable sneak speeds now as well. Cats are the slowest sneakers.
  • Flee Task now reads flee visibility to allow good sneakers/hunters to get a lot closer before startling the prey.
  • Added Alerted Effect, see small ! rising off alerted prey right when they get alerted.
  • Added Noise system where certain noises will cause creatures within a radius to become alerted. Alerted creatures are harder to sneak up on and may notice nearby hunters.
  • Arrows striking the ground will trigger a short range alert sound
  • When Animals flee it will trigger an alerted state in all animals nearby, allowing them to detect hunters who are sneaking.
  • Hunting task upgrade. Hunters no longer chase prey around the map now that they know how to sneak. Instead, they will wait for alerted prey to calm down before approaching so they can get a better shot.
  • Hunters are also able to back away from prey not to ensure that the prey does not notice them. They can be quite stealthy now.
  • Arrows are less likely to hit targets that get in the way now. It can still happen, but it is less common since we can assume the arrow went above the entity we were not shooting at.
  • Grazing shots hitting non targets will do half the base damage since they were not targeted shots we will assume they hit somewhere non vital.
  • Hunters have a critical hit chance with bows. The base chance is 5% but increases to 15% at level 10, and can be as high as 24% at level 18 if there is an 8x affinity hunter. (Legolas) Critical hits do 3x damage.
  • Bow damage also increases with Hunting skill as the Hunter will hit better spots on the target. A level 10 Hunter will do 3x the damage of a level 1 hunter. Note: these numbers are subject to tuning.
  • Increased base projectile (arrow) damage from 2500 to 3500
  • Movement speed when Hunters sneak is now improved as the Hunting Skill increases
  • Visibility range for sneaking hunters is lowered as the Hunting Skill increases
  • Fixed Arrows from loaded games having their trail renderers active, leaving trails while stuck into prey.
  • Fixed loaded arrows not mounting to the unit art properly, they were not bobing with the prey they were stuck into
  • Fixed Arrows sometimes looking like they were floating next to shot prey
  • Hunters now gain hunting skill points as they sneak to get close to prey
  • Wolves will lose their fear when starving and will be much less afraid of the Deerhounds/People.
  • When not hunting with their Master, Deerhounds will try to defend Livestock from Wolves. Usually the Deerhounds will be able to scare the wolves off, unless the wolves are starving. Then there will be a fight.
  • Wolves try to pick easy targets, so if Deerhound are guarding one livestock animal, they will try to pick another, or perhaps go after a further away deer or rabbit
  • Deer will not arrive before day 2
  • Wolves will not arrive before day 5
  • Reworked Pregnancy requirements for tamed dogs and cats (pets) The pet cat pregnancies were limited based on rat population like the wild cats, but now they spawn based on the Clanfolk population. This then does not stop the player from having pet cats get pregnant if the rat population is low. Rat population still applies to wild cats though.
  • Pet population maximum for pregnancies: 4 + Clanfolk^0.5 So 1-3 clanfolk have up to 5 pets, 4-8 have 6 pets, 9-15 have 7, 16-24 have 8 pets, etc.
  • Added Pet Zone. It works like the BedZone for Pets. It allows you to set a place for the pets to come sleep before you have the Cat Bed or Dog Bed unlocked. It should be replaced with a proper bed once one is available.
  • Fixed a case where Doctors were reserving beds for patients instead of the patients reserving beds themselves, leading to cases of patient juggling.
  • Livestock will be 2x as likely to choose raw food vs cooked food when stealing from Clanfolk
  • Pets will be 4x more likely to steal raw food vs cooked food (They still prefer their bowls though)
  • Pets(Dogs/Cats)/Livestock(Chickens/Pigs) prefer older/stinkier raw food
  • Raw Food left on the floor or in the wilderness is more attractive to Livestock/Pets than ones in stockpiles
  • Note Deerhounds need 2x as many calories as Cats do. Deerhounds eat about the same as Clanfolk
  • Increased time for a Cat’s instinct bar to drain from 1.25 days to 1.75 days
  • Upgraded the Flee Task to take facing direction into account and make it less likely to double back and get stuck in an infinite loop between two nodes

Download free Clanfolk update for PC (Steam).

Jack Johnson
Jack Johnson
Jack focuses on sports games, covering everything from FIFA and NBA 2K to arcade-style hits. When not analyzing roster updates or gameplay mechanics.
Ad